<!--
Copyright (c) 2010 The Chromium Authors. All rights reserved.
Use of this source code is governed by a BSD-style license that can be
found in the LICENSE file.
 -->
<html>
<head>
<link rel="stylesheet" href="../resources/js-test-style.css"/>
<script src="../resources/js-test-pre.js"></script>
<script src="resources/webgl-test.js"></script>
<script id="vshader" type="x-shader/x-vertex">
attribute vec3 g_Position;

void main()
{
    gl_Position = vec4(g_Position.x, g_Position.y, g_Position.z, 1.0);
}
</script>

<script id="fshader" type="x-shader/x-fragment">
void main()
{
    gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
</script>

</head>
<body>
<canvas id="example" width="4px" height="4px"></canvas>
<div id="description"></div>
<div id="console"></div>
<script>
description('Verifies that GL viewport does not change when canvas is resized');

var err;
var gl = initWebGL("example", "vshader", "fshader", [ "g_Position" ], [ 0, 0, 1, 1 ], 1);

var vertices = new Float32Array([
     1.0,  1.0, 0.0,
    -1.0,  1.0, 0.0,
    -1.0, -1.0, 0.0,
     1.0,  1.0, 0.0,
    -1.0, -1.0, 0.0,
     1.0, -1.0, 0.0]);
var vbo = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vbo);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);

gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);

// Clear and set up
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.useProgram(gl.program);
// Draw the triangle pair to the frame buffer
gl.drawArrays(gl.TRIANGLES, 0, 6);

// Ensure that the frame buffer is red at the sampled pixel
var buf = new Uint8Array(1 * 1 * 4);
gl.readPixels(2, 2, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, buf);
var passed = true;
if (buf[0] != 255 ||
    buf[1] != 0 ||
    buf[2] != 0 ||
    buf[3] != 255) {
  testFailed("Pixel at (2, 2) should have been (255, 0, 0, 255), " +
             "was (" + buf[0] + ", " + buf[1] + ", " + buf[2] + ", " + buf[3] + ")");
  passed = false;
}

if (passed) {
  // Now resize the canvas
  glErrorShouldBe(gl, gl.NO_ERROR, "No GL errors before resizing the canvas");
  var canvas = document.getElementById("example");
  canvas.width = 8;
  canvas.height = 8;
  err = gl.getError();
  // Some implementations might lost the context when resizing
  if (err == gl.CONTEXT_LOST_WEBGL) {
    testPassed("canvas lost context on resize");
  } else {
	shouldBe("err", "gl.NO_ERROR");
    // Do another render
    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
    gl.drawArrays(gl.TRIANGLES, 0, 6);
    // This time, because we did not change the viewport, it should
    // still be (0, 0, 4, 4), so only the lower-left quadrant should
    // have been filled.
    var buf = new Uint8Array(1 * 1 * 4);
    gl.readPixels(6, 6, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, buf);
    var passed = true;
    if (buf[0] != 0 ||
        buf[1] != 0 ||
        buf[2] != 255 ||
        buf[3] != 255) {
      testFailed("Pixel at (6, 6) should have been (0, 0, 255, 255), " +
                 "was (" + buf[0] + ", " + buf[1] + ", " + buf[2] + ", " + buf[3] + ")");
      passed = false;
    }
    if (passed) {
      testPassed("Viewport correctly did not change size during canvas resize");
    }
  }
}

successfullyParsed = true;
</script>
<script src="../resources/js-test-post.js"></script>
</body>
</html>

